ok i think i find the issue , running more test stable for now , thanks
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Jan 31 2018
Jan 30 2018
While you can't get an autonomous Mk6 mortar you can get something similar if you follow these steps:
It seems that shift+click on the UAV terminal map unlocks the Follow command. This has been fixed. Please close task.
ok just crashed again
This seems to be working properly. Please close task.
Can we close this task please so it doesn't show up in the search. Thanks.
This used to work in an old version of Arma and stopped working around around version 1.60. You can see that there is a script command that would return your vehicle role on the UAV either as "GUNNER" or "DRIVER" as the doc says https://community.bistudio.com/wiki/UAVControl
but now UAVControl returns "" as the vehicle role.
@DomasGim wrote:
"but when i swich to gunner view, it goes wherever it wants"
It sounds like you need to Open UAV Terminal and select your UAV and uncheck "Autonomous". This will stop it from going "wherever it wants"
I think this issue has been fixed. It appears that now taking control of the UAV causes the gunner to Turn Out in the Marshall and I see no issue
Create a addon with addonbuilder -> create a ebo -> sign them
Could you please send us the mission inparticular?
Aaah Ok. Now I see. We will have a look at it and see if anything can be done about it.
Thank you for the report. We will have a look at it.
From what I know reinstalling steam might not fix this, you are welcome to try, but as I mentioned this is out of our control.
Why is this issue not been looked at? It's game breaking and turns the Jets DLC into an EA-published DLC.
Could it be you don't have a throttle control?
Here is the video https://youtu.be/2tIE2ZQyzXs
Jan 29 2018
Sorry about all of this. I goofed six months ago when I unpacked some of the TPW data in the addons folder in the main Arma 3 tree. So, of course, it is going to act like that.
Thank you for the report. Could you please upload the mission files here?
@Wulf any solution for this report?
It is definitely downloading something, all of the files are marked as "update required" and it eats up download bandwidth.
Thank you for the report. Interesting I was trying to reproduce, but I was unsuccessful.
Thank you for the report, we will have a look at it.
It is not the launcher, but Steam that is downloading the content. We are not sure if it even is dowloading anything this is a known Steam issue so I am afraid we cannot do anything about this. You might want to try reporting it to Valve.
It happened every time I tried to load that save (old save from a few weeks back probably), just after clicking continue in the mission selection. It doesn't happen with new saves
Thank you for the report. Was this a one time thing or does this always happen when you do something specific in game?
Could you please write what exact issue are you experiencing?
Thank you for the report. have you tried veryfing the integrity of the game via Steama after removing TPW? Or reinstalling the game?
Markers disappear at around 2:30. The freeze after I die is because of me alt tabbing and switching TeamSpeak channels.
https://youtu.be/Zmk7n7WIqFw?t=141
Thank you. That is better. I was able to recreate the issue and we will have a look at it.
Jan 28 2018
This issue seems to have been fixed and can be closed. Tested in version 1.80
This is still an issue in version 1.80
This issue is still a problem in version 1.80. markers named "respawn" and "respawn_1" still do not work. The issue has changed slightly so I will update the description.
Verified arrows on scrollbar do not work when clicked on. Version 1.80
This issue has been fixed and can be closed. Verified in version 1.80.
This has been fixed and can be closed. Verified in version 1.80.
This seems to have been fixed. Please close. Verified in version 1.80.
Verified it is still an issue in version 1.80
This has been fixed and can be closed (verified in version 1.80)
This has been fixed and can be closed (verified in version 1.80).
Probably caused by incompatible save.
Jan 27 2018
Yup, those ones. Will create a video tomorrow hopefully and put it up. Sorry about the late reply, didn't see this.
This issue has been solved. The solution is to map both the + and - directions of the axis in order to achieve full range. This task can be closed.
I confirmed that the joystick inputs are averaged. I added a third joystick input to the mapping and the rudders are now cut down to thirds for each joystick. In order to get 100% I have to push all three joysticks at the same time.
This doesn't seem to be a problem in version 1.80. It works on my Saitek X55. Also, there are now controller options that can multiply the input if needed. I think this issue can be closed.
Thank you g-man. This has been a problem for me for years and your solution works. I was noticing this issue the most on airplanes while taxing on the runway at low speeds. You can actually see the rudder flaps not move as far as the keyboard. I had the rudder bound to my pedals and joystick rotation. I removed the joystick rotation mapping and now I have full rudder control with my pedals. I wonder if the joystick mappings are averaging out the multiple analog inputs. When I combined the rudder and the twisting of the joystick I would get the full rudder.
Steps to reproduce:
- In controls map joystick twist and pedals to the rudder left/right
- Open editor and create plane vehicle
- Play Single Player
- Go in 3rd person view so you can see the rudders
- Press keyboard rudders and note full flap movement
- Twist joystick and see half movement of rudders
- Push pedals and see half movement of rudders
- Twist joystick and push pedals at same time and see full movement of rudders
@bgromis
Unfortunately I know of no workaround for that issue and the only way to avoid the crash is to take out that part for the moment. (Which comes with the drawback that Zeus could kill all bad guys instantly and the entity list being filled up)
Other than that we need to hope for a quick fix from BI.
Sigh, I'm getting old. Already reported it, although it did not show up when searching.
Jan 26 2018
I consulted with the unit member who manages the changes we make to the mission file. Through his review of the code, he did find that this command is used and is critical to the mission function. From what we are able to determine, this command is used to remove hostile forces and wrecks from the entity list to keep a clean entity list and prevent anyone from deleting the hostile forces through Zeus (aka instantly killing all the bad guys without having to fight anyone).
It appears to happen more often when the frame rate is lower.
I'll try to be more specific in my future bug reports. Try this and if you still don't see it then I'll make a video:
Thank you for the report. Do you have any crash logs that we could look at?
What is more puzzling is that I am playing the build straight downloaded from steam and they all work for me I can disarm everything without a problem. Which makes this really an odd one.
Tested & what you said & that seems to work intermittently. You have to keep doing the "reveal" over & over to get it to give the Disarm option on most mines, but it didn't work at all on some of the IED's.
@bgromis:
Can you check if you find the command "removeCuratorEditableObjects" used somewhere in your Code?
Thanks to your crashdumps I identified a bug in that routine (filed in T127571) that causes Zeus players to crash.
Unfortunately I had to make the report private since it contains in-depth details and could be used by trolls to crash Zeus players (that are most likely also admins).
I can only offer you this video reproducing the crash on a vanilla server: https://youtu.be/T2JNvxV6zYE (clumsy is just a tool that simulates network delay)
We have always gamed with "There's a mine here" turned off, no Red triangles. As its not realistic at all, & never had a problem defusing any mine before the DLC Laws Of War.
Will try what you say, its just a pity LAW screwed it all up.